MAGGIE MAKES GAMES
HI I'M MAGGIE
FREELANCE GAME DESIGNER / LEVEL DESIGNER
My name is Magdalena Mojsiejuk, and I’m a game designer with 5 years of industry experience, designing, prototyping, and shipping content, from co-op action, puzzle, to narrative-driven games on consoles and PC.
MY EXPERIENCE
Spirit Crossing
Level Designer
I work as a Level Designer creating setpieces in the world for player exploration, designing the gameplay within them where needed. I closely observe how the game develops on the live branch to address player feedback and take care of various maps, including main hubs. My role also involves addressing and fixing bugs, scripting, and general technical implementation within Unreal Engine 5.
Out of Words (PC, Consoles)
Game Designer
At Wiredfly, I work as a Game Designer on a game published by Epic, Out of Words, focusing on prototyping and implementation of gameplay in Unreal Engine 5. I work in close collaboration with programming and art, turning our ideas into playable experiences quickly, then I design levels around these features. My role also includes iterating based on internal playtests, user feedback, and studio direction, as well as writing clear, accessible documentation for any created systems so that designers, artists, and programmers can all be on the same page.
King of Meat (PC, Consoles)
Level Designer
At Glowmade, I worked as a Level Designer on King of Meat, a co-op action game published by Amazon Games. Collaborating closely with the LD team, I created unique levels, often filled with puzzles, using in-game tools. My role involved developing level ideas, implementing them, and contributing to our user-generated content toolkit, which enabled players to design and share their own dungeons. I also took part in promoting the game on events with press presence.
Dreams (PS4/PS5)
Level Designer
Recently, I worked on one of the Mm Originals games, “Tren.” “Tren” is an enjoyable puzzle game where players assume control of a miniature toy train, navigating obstacles, delivering cargo, and solving puzzles. In my role as a level designer, I used Dreams to craft engaging levels, refine my ideas, and make improvements based on feedback and user testing. This experience has provided me with valuable insights into designing entertaining and fulfilling puzzles while prioritizing the player’s experience.
The Quarry (PC, Consoles)
Cinematic Designer
Previously, I worked for Supermassive Games on “The Quarry”, starting from the pre-production phase and continuing my involvement up until just a few months prior to its release. My daily responsibilities consisted of prototyping scenes, scripting gameplay interactions, and constructing cinematic sequences using the Sequencer Editor. This project was developed using Unreal Engine 4 and featured a multitude of in-house tools specially tailored for our team.
WANT TO COLLABORATE?
I'm always looking for exciting new projects to dive into.
HIRE ME
With my years of experience working across various studios, I specialize in taking features from initial concept to a polished, shippable state. I can create content for your game, request necessary tools, and collaborate effectively with the wider team. Whether it’s technical scripting in UE5, level design, or narrative systems, I focus on building robust prototypes and iterating on them quickly. Having worked with multiple studios and a variety of in-house tools, I learn fast and fit in with any team structure.
I’ve spent most of my career in remote and hybrid environments, which has made my communication and documentation proactive and reliable. I’m available for both short and long-term freelance contracts and can provide invoices for all work.
Send me an e-mail and we can have a chat about your project, my current availability, and my rates.
I can send invoices.
INVITE ME TO TALK
I want to pay it forward. I’m available for guest lectures, panel discussions, or portfolio review sessions for students and junior designers. I'd love to host workshops and engage with future developers.